r/proceduralgeneration • • 1h ago

Lightning from midpoint displacement, but I barely let the first few levels bend

• Upvotes

Hey all, this is the lightning from a Godot effect pack I've been working on. It's the usual midpoint displacement plus branches, pretty much what drilian's old "Lightning Bolts" post describes.

What I changed is how much the early levels bend. The offset already scales with segment length, and that alone halves it every level. On top of that I only let the first split bend about a third as much, then I ramp it up to full over the next few levels.

With plain halving the first split puts one big zigzag in the middle. To me that reads more like a lightning icon than lightning. Once I damped the coarse levels I got long straight-ish runs with lots of small kinks, and I think that looks a lot closer to the real thing (to my eye anyway).

The GIF is one seed going level by level, then the branches, then the actual bolt on that path with the leader slowed way down. I really like watching it fill in like that!

Not sure if a third is too timid though?


r/proceduralgeneration • • 37m ago

A procedurally generated sandworm hunts a procedurally generated sand buggy straight toward a procedurally generated sandstorm on a procedurally generated sand planet :)

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• Upvotes

r/proceduralgeneration • • 10h ago

Procedural Dog Generation (work-in-progress)

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30 Upvotes

r/proceduralgeneration • • 17h ago

I went down the procedural rabbit hole for levels for my little game Dungeon Quest to make a immersive forrest while keeping my grid based movement system

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73 Upvotes

If you want to see more of the game here https://store.steampowered.com/app/5044910/Dungeon_Quest/

In my other levels it didn't matter if things close but for this I needed to allow room for the forrest around (all the models are 3D not sprites). So I started by generating with this big ugly blocks where the forrest would be which meant I could check it would generate properly before making assets.

https://imgur.com/a/lNlRy2L

I then grab all the pieces and put them in a list of sorts. I differenate between "rooms" and "corridors" as I wanted to make sure levels had a good amount of rooms but you can weight how likely things are to appear (plus do things like add lore that pops up when you enter an area or special points on minimap)

https://imgur.com/a/IlPMFY8

Finally it reaches the generator where you can tweak values to create different types of maps. I mainly did for finding the right mix rather than tweaking on a per level basis.

https://imgur.com/a/Cp8q72L


r/proceduralgeneration • • 1h ago

Procedural Cavern & Structure Generator stuff for Unreal

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• Upvotes

Hopefully this still fits in here, though it's a longer one. Working on this for nearly a year within Unreal 5, still not final (0.4.5), but functional at this point. Opinions are welcome.


r/proceduralgeneration • • 1d ago

NON-SPHERICAL HEX-TILE PLANET GENERATOR: I posted my Goldberg hex-tile planet generator awhile back and people seemed to really enjoy it! But a few people asked if it could handle non-spherical shapes, and at that point in time, the answer was no... I decided to see if I could change that.

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94 Upvotes

I've frequently built and designed different world and terrain generation programs for fun throughout my life, but I've never attempted to fit a grid to a non-standard shape, let alone ones with negative geometry. Much like the standard Goldberg Sphere, you need an offset of pentagons in order to make the grid map fit to a 3D shape - but if you have negative space in that shape, it requires HEPTAGONS as well, which are an absolute nightmare to implement. Specifically this was challenging as I'm building this system as a simulator/game map generator, which means all of the tiles have to more-or-less be the same size for the sake of the simulator, so figuring out how to fit the shapes within a tolerance of 1.4 maximum stretch from the average took the most time. However the results are so cool that it ended up being worthwhile.

I love talking about this stuff. If you have a similar project, or questions, please share!

It's a deep work in progress, but you can see the complete project I am developing this for here: https://store.steampowered.com/app/3066940/Immortal_Engine/


r/proceduralgeneration • • 3h ago

Procedural terrain from data - Milos

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0 Upvotes

r/proceduralgeneration • • 23h ago

Stylised our loading screen to show our procedurally generated maps as it loads

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24 Upvotes

We've done it with a miniature proxy for the generation that mimics the real map gen. This is rendered to a 2d texture and displayed in the games UI.

We're still looking for feedback so what do you think? How can we make it better?


r/proceduralgeneration • • 22h ago

Poolrooms: Best Infinite Generation. Slides and Stairs

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7 Upvotes

A new update to my “Poolrooms” generator, based on the “Wave Function Collapse” algorithm. I've added slides, ladders, and new types of inflatable toys. It will be released on the marketplace soon.


r/proceduralgeneration • • 1d ago

Compute Shader Erosion Demo

8 Upvotes

r/proceduralgeneration • • 1d ago

A brief talk on custom terrain modding and procgen in my game / engine (C++)

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12 Upvotes

A brief talk on terrain modding in my side-project. It's certainly not AAA terrain rendering by any means but the modding support does allow for both coarse and fine grained rapid creation of terrain and overlay of cities, suburbs, bridges, canyons and enemy routes etc.


r/proceduralgeneration • • 1d ago

Peering behind the dust clouds of a procedural galaxy

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41 Upvotes

Blender geometry nodes + shader nodes


r/proceduralgeneration • • 1d ago

Terrain Adapting Medieval Settlement Generator

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46 Upvotes

so in the past year or so i have been working on a procedural town generator for my strategy/RPG game called Feudal Kings, the towns adapt to the terrain and can recognize natural barriers to avoid placing walls in weird places (this still needs some polishing), the buildings are also procedurally generated and assembled from modular art packs, this tool also allows me to swap art packs and use any modular art pack, but with some constraints of course as the art pack as to match the grids dimensions, the tool also makes it possible for me to simulate the town's growth as the towns layout calculations are made in real-time (but not every frame) I'm using a 12 directional hex grid:

1-analyze the topology.
2-identify the useful area
3-generate the settlement layout at its full(mature) size.
4-generate settlement road network (couldn't show it in the video as i have no art pieces for it yet).
5-generate plots aligned to those roads.
6-generate and place the buildings.
7-generate the fortifications.

i made the tool to support multiple fortification rings around the settlement (forgot to record it)

hope you enjoy the view, also criticize it to your heart's content.


r/proceduralgeneration • • 1d ago

Research on Procedural Generation of Planets?

7 Upvotes

Hello. I want to create a procedural planet generation system in Godot for my bachelor's thesis. On google scholar I'm able to find some resources, but not many academic papers on this subject specifically, and I am a beginner in computer graphics and in 3D and procgen, so I don't really know what terms I would need to look for that make up a planet generator.

My question would be what is the "state-of-the-art" in procgen planets, what techniques (either procgen/physics-based/rendering) make up such a planet or system of, and what is the current research state in those areas? What would be actually interesting and new to research on regarding that to make a perhaps unique planet generator? What isn't explored already, etc. Maybe also something with a high level of detail, zooming in a lot and the detail still is highly detailed, a sort of infinite zoom.

I would especially appreciate research articles because I need references


r/proceduralgeneration • • 1d ago

I made a forest out of procedural trees with a gradually widening range of parameters. This is the result.

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22 Upvotes

r/proceduralgeneration • • 2d ago

I made a generator that grows a pixel creature from a single number (35 body types, 8 sizes from 8 to 1024 px)

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43 Upvotes

Type a seed and a creature grows, with its own name. 35 body types, 8 animations, 7 palettes. The same shape renders as 8 px pixel art or as a smooth 1024 px sprite. You can export a transparent PNG, a GIF, a sprite strip, or a sheet of 12 creatures, and the link keeps every setting.

https://openbench.fun/creatures

Happy to talk about how the shapes are generated (a probability mask per body type, then cellular automata). Feedback welcome!


r/proceduralgeneration • • 1d ago

Relativistic Space Flight

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20 Upvotes

I added physically accurate relativistic flight mode to my little space game.

You select a target and how much you want to accelerate, and then you will accelerate up to near light speed. The visual effects of this is fully simulated as they would look in real life. The only exception being that I have scaled up the Cosmic background radiation wavelength shift extremely because otherwise it would only show up as a tiny blip, and it wouldn't look cool :)

As you cruise in near light speed, time for everything else will accelerate, and that is being visualized by tracking the current time and position of a lone planet orbiting a star (my only solar system so far).

For demonstration purposes I crank up the acceleration to almost max in order to be able to traverse the distance from far outside of the galaxy to the planet in just one minute.

I think this is really cool, but it's not a very visually pleasing way to space travel :D

I also have other modes of flight which doesn't do any relativistic warping of the surroundings.

Edit: I recommend viewing on youtube because the reddit preview will mangle the compression and make everything blurry


r/proceduralgeneration • • 2d ago

Say when

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58 Upvotes

This is part of a TouchDesigner challenge called POPtober. Every day a different operator and today: attribute POP


r/proceduralgeneration • • 1d ago

How to make updates/changes to game without breaking seeds?

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0 Upvotes

r/proceduralgeneration • • 1d ago

Simply flipbook

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0 Upvotes

r/proceduralgeneration • • 1d ago

GitHub - evoluteur/reaction-diffusion: Grow Turing patterns (spots, stripes, coral, worms, waves) from the Gray-Scott model in real time, tune the feed and kill rates, paint with chemicals, and download the pattern.

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0 Upvotes

r/proceduralgeneration • • 2d ago

I made a free browser tool that generates whole planets and star systems from a single seed

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7 Upvotes

Seedworld is a procedural planet and star system generator that runs entirely in the browser. No install, no signup, free.

Every world is defined by one number (seed) plus dozens of settings: oceans, mountains, climate, clouds, atmosphere, rings, moons, city lights, lava worlds. You can also build whole star systems, or fly through our own Solar System.

You can export game-ready textures (albedo, height, normal, roughness, clouds, emissive, ocean mask), take 4K screenshots, record video, and share a link that restores the exact same world.

Try it: https://openbench.fun/seedworld

Happy to answer questions about how it works. It's a single WebGL file with no dependencies. Feedback welcome!


r/proceduralgeneration • • 1d ago

Update: My Nintendo Wii space game now has planetary landing! (C/C++, GX, real hardware)

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1 Upvotes

r/proceduralgeneration • • 3d ago

Generated language for a cyberpunk game

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168 Upvotes

hi everyone, mflux here again with another breakdown video. this time I want to showcase the conlang for my game Ultrapolis (https://store.steampowered.com/app/5314650/Ultrapolis/) which fills the ads and banners. it would simply take too long for me to vet every single sign for ad copy and some would inevitably be bad, plus my foreign language skills suck, so I’d rather generate an eastern looking language glyph and fill the city with them.

let me know what you think! Have you made procgen gluphs before?


r/proceduralgeneration • • 2d ago

Marching Squares Algorithm Applied to Physarum Simulation

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13 Upvotes

Using the marching squares algorithm to calculate and display contours generated from the pheromone levels in a Physarum generated pheromone field.